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Enjoying your Games Diner meal? Is the wait staff attentive? Is the chef bathed? (Then it must be a Sunday.) You do know that a little eggshell in the French toast adds calcium, right?
Yes, standard GURPS layout would be good, plus the gazetteer format. ("Gazetteer" - there's a word I was searching for but haven't used in ages. Thanks!) The suggestion on location size is good too, though ideal size will of course vary with the physical spread of the society (and/or the setting's points of interest).
(Question: I note that Points of Light is system-neutral. Does that mean it has stats for many systems, or no stats at all?)
Re GURPS not being ready for use by the novice: Some GURPS worldbooks do contain setting info and adventures, so I wouldn't say there's no ready-to-play setting – but I think many players would agree that there's too little. For Banestorm, for example, I'm not aware of any ready-to-go adventures.
I played some D&D modules back in the day, and Keep on the Borderlands is a well-known module name, though I don't think I played it. From your description, I think it's something a single Adventures title for Banestorm could emulate: a core adventure (or series of linked ones), with enough supporting locations, characters, monsters, encounters etc. to make it ready-to-go. (That means an Adventures book would include some goodies that would also fall under the Bestiary, Encounters, Foes, Locations, and other Wish List concepts, but I don't see how you could have a stand-alone adventure supplement without those things.)
Actually, I think an Enclaves book could do the job as well, since (per my thinking) it would bundle setting, locations, people, challenges, etc., with at least one ready-to-go adventure, to make it playable out of the box. Essentially, as I envision it, an Enclaves book is an Adventures book, but with a bit more focus on location and setting, plus the "hook" that it introduces one of the briefly-mentioned minority Yrth societies.
Either way, whether Enclaves or some Adventures titles, I agree that it'd be great for GURPS newcomers to have some ready-to-play supplements in the fantasy field. I suppose the remedy begins with someone stepping up to plate with a proposal!
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Adventures for GURPS beginners
Yes, standard GURPS layout would be good, plus the gazetteer format. ("Gazetteer" - there's a word I was searching for but haven't used in ages. Thanks!) The suggestion on location size is good too, though ideal size will of course vary with the physical spread of the society (and/or the setting's points of interest).
(Question: I note that Points of Light is system-neutral. Does that mean it has stats for many systems, or no stats at all?)
Re GURPS not being ready for use by the novice: Some GURPS worldbooks do contain setting info and adventures, so I wouldn't say there's no ready-to-play setting – but I think many players would agree that there's too little. For Banestorm, for example, I'm not aware of any ready-to-go adventures.
I played some D&D modules back in the day, and Keep on the Borderlands is a well-known module name, though I don't think I played it. From your description, I think it's something a single Adventures title for Banestorm could emulate: a core adventure (or series of linked ones), with enough supporting locations, characters, monsters, encounters etc. to make it ready-to-go. (That means an Adventures book would include some goodies that would also fall under the Bestiary, Encounters, Foes, Locations, and other Wish List concepts, but I don't see how you could have a stand-alone adventure supplement without those things.)
Actually, I think an Enclaves book could do the job as well, since (per my thinking) it would bundle setting, locations, people, challenges, etc., with at least one ready-to-go adventure, to make it playable out of the box. Essentially, as I envision it, an Enclaves book is an Adventures book, but with a bit more focus on location and setting, plus the "hook" that it introduces one of the briefly-mentioned minority Yrth societies.
Either way, whether Enclaves or some Adventures titles, I agree that it'd be great for GURPS newcomers to have some ready-to-play supplements in the fantasy field. I suppose the remedy begins with someone stepping up to plate with a proposal!